The most effective approach follows the traditional color pie that defines both identity and gameplay mechanics: White - The color of order and protection that focuses on efficient creatures, removal spells, and defensive strategies Blue - The color of knowledge and control that emphasizes card draw, counterspells, and manipulating the game state Black - The color of power and ambition that utilizes life as a resource, creature removal, and graveyard interactions Red - The color of freedom and emotion that delivers fast aggression, direct damage, and chaotic effects Green - The color of nature and growth that ramps mana, plays large creatures, and destroys artifacts and enchantments Colorless/Multicolor - Cards that either require no specific mana or combine multiple colors for hybrid strategies and flexible deck-building options This sets up a very simple organization system: color

TypeEnchantment Aura Collector Number264 Rarityrare ArtistDouglas Shuler Enchant creature Enchanted creature gets -X/-Y
As I mentioned before, if you do decide to bring in a bunch of noncreatures, you should probably cut most or all of the Kayla's Reconstructions
Even if you don't go down that route, I like Merieke Ri Berit much better as Mind Control on your commander since your opponent can't just kill this and get their card back
This enchantment forces your opponents to sacrifice creatures when you do, and when you're sacrificing multiple creatures a turn, it makes it incredibly difficult for your opponents to stabilize
Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3